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Comparing deliantra/server/server/player.C (file contents):
Revision 1.106 by pippijn, Fri Mar 2 10:15:40 2007 UTC vs.
Revision 1.154 by root, Sat Jul 14 14:57:16 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 25#include <sproto.h>
28#include <sounds.h> 26#include <sounds.h>
29#include <living.h> 27#include <living.h>
30#include <object.h> 28#include <object.h>
31#include <spells.h> 29#include <spells.h>
124 continue; 122 continue;
125 123
126 if (*buf == '%') 124 if (*buf == '%')
127 { /* send one news */ 125 { /* send one news */
128 if (size > 0) 126 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 128
131 strcpy (subject, buf + 1); 129 strcpy (subject, buf + 1);
132 strip_endline (subject); 130 strip_endline (subject);
133 size = 0; 131 size = 0;
134 news[0] = '\0'; 132 news[0] = '\0';
144 size += strlen (buf); 142 size += strlen (buf);
145 } 143 }
146 } 144 }
147 145
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 148 close_and_delete (fp, comp);
151} 149}
152 150
153/* This loads the first map an puts the player on it. */ 151/* This loads the first map an puts the player on it. */
154static void 152static void
155set_first_map (object *op) 153set_first_map (object *op)
156{ 154{
157 op->contr->maplevel = first_map_path; 155 op->contr->maplevel = first_map_path;
158 op->x = -1; 156 op->x = -1;
159 op->y = -1; 157 op->y = -1;
160}
161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173} 158}
174 159
175void 160void
176player::activate () 161player::activate ()
177{ 162{
182 ob->remove (); 167 ob->remove ();
183 ob->map = 0; 168 ob->map = 0;
184 ob->activate_recursive (); 169 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY); 170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob); 171 add_friendly_object (ob);
187 enter_map ();
188} 172}
189 173
190void 174void
191player::deactivate () 175player::deactivate ()
192{ 176{
194 return; 178 return;
195 179
196 terminate_all_pets (ob); 180 terminate_all_pets (ob);
197 remove_friendly_object (ob); 181 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 182 ob->deactivate_recursive ();
183
184 if (ob->map)
199 maplevel = ob->map->path; 185 maplevel = ob->map->path;
186
200 ob->remove (); 187 ob->remove ();
201 ob->map = 0; 188 ob->map = 0;
202 party = 0; 189 party = 0;
203 190
204 // for weird reasons, this is often "ob", keeping a circular reference 191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 192
207 players.erase (this); 193 players.erase (this);
208} 194}
209 195
210// connect the player with a specific client 196// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 197// also changes, rationalises, and fixes some incorrect settings
212void 198void
213player::connect (client *ns) 199player::connect (client *ns)
214{ 200{
215 this->ns = ns; 201 this->ns = ns;
216 ns->pl = this; 202 ns->pl = this;
220 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
221 207
222 ns->update_look = 0; 208 ns->update_look = 0;
223 ns->look_position = 0; 209 ns->look_position = 0;
224 210
225 clear_los (ob); 211 clear_los (this);
226 212
227 ns->reset_stats (); 213 ns->reset_stats ();
228 214
229 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 218
236 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 220 link_player_skills (ob);
238 221
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240 223
241 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
242 225
243 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
245 { 228 {
246 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
247 230
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
254 abil = tmp; 234 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
256 skin = tmp; 236 skin = tmp;
257 237
258 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
259 } 239 }
260 240
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 242
263 esrv_new_player (this, ob->weight + ob->carrying); 243 esrv_new_player (this, ob->weight + ob->carrying);
264 244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
265 ob->update_stats (); 270 ob->update_stats ();
271
266 ns->floorbox_update (); 272 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob); 273 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 274 esrv_add_spells (this, 0);
270 275
271 activate (); 276 activate ();
272 277
288 293
289 INVOKE_PLAYER (DISCONNECT, this); 294 INVOKE_PLAYER (DISCONNECT, this);
290 295
291 ns->reset_stats (); 296 ns->reset_stats ();
292 ns->pl = 0; 297 ns->pl = 0;
293 this->ns = 0; 298 ns = 0;
294 } 299 }
295 300
296 if (ob) 301 if (ob)
302 {
297 ob->close_container (); //TODO: client-specific 303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
298 308
299 deactivate (); 309 deactivate ();
300} 310}
301 311
302// the need for this function can be explained 312// the need for this function can be explained
303// by load_object not returning the object 313// by load_object not returning the object
304void 314void
305player::set_object (object *op) 315player::set_object (object *op)
306{ 316{
307 ob = op; 317 ob = observe = op;
308 ob->contr = this; /* this aren't yet in archetype */ 318 ob->contr = this; /* this aren't yet in archetype */
309 319
310 ob->speed_left = 0.5;
311 ob->speed = 1.0; 320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
312 ob->direction = 5; /* So player faces south */ 323 ob->direction = 5; /* So player faces south */
324}
325
326void
327player::set_observe (object *op)
328{
329 observe = op ? op : ob;
330 do_los = 1;
313} 331}
314 332
315player::player () 333player::player ()
316{ 334{
317 /* There are some elements we want initialised to non zero value - 335 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 336 * we deal with that below this point.
319 */ 337 */
320 outputs_sync = 16; /* Every 2 seconds */ 338 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 339 outputs_count = 4;
322 unapply = unapply_nochoice; 340 unapply = unapply_nochoice;
323 341
324 savebed_map = first_map_path; /* Init. respawn position */ 342 savebed_map = first_map_path; /* Init. respawn position */
325 343
326 gen_sp_armour = 10; 344 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 345 bowtype = bow_normal;
329 petmode = pet_normal; 346 petmode = pet_normal;
330 listening = 10; 347 listening = 10;
331 usekeys = containers; 348 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 349 peaceful = 1; /* default peaceful */
333 do_los = 1; 350 do_los = 1;
351
352 weapon_sp = 1.0f;
353 weapon_sp_left = 0.5f;
334} 354}
335 355
336void 356void
337player::do_destroy () 357player::do_destroy ()
338{ 358{
343 if (ob) 363 if (ob)
344 { 364 {
345 ob->destroy_inv (false); 365 ob->destroy_inv (false);
346 ob->destroy (); 366 ob->destroy ();
347 } 367 }
368
369 ob = observe = 0;
348} 370}
349 371
350player::~player () 372player::~player ()
351{ 373{
352 /* Clear item stack */ 374 /* Clear item stack */
379 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
380 */ 402 */
381archetype * 403archetype *
382get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
383{ 405{
384 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
385 407
386 for (;;) 408 for (;;)
387 { 409 {
388 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
389 at = first_archetype; 411 i = archetypes.begin ();
390 else 412 else if (*i == at)
391 at = at->next; 413 cleanup ("not a single player archetype found");
392 414
393 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
394 return at; 416 return *i;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 } 417 }
402} 418}
403 419
404object * 420object *
405get_nearest_player (object *mon) 421get_nearest_player (object *mon)
771} 787}
772 788
773void 789void
774object::roll_stats () 790object::roll_stats ()
775{ 791{
776 int statsort [7]; 792 int statsort [NUM_STATS];
777 793
778 for (;;) 794 for (;;)
779 { 795 {
780 int sum = 0; 796 int sum = 0;
781 for (int i = 7; i--; ) 797 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 798 sum += statsort [i] = roll_stat ();
783 799
784 if (sum >= 82 && sum <= 116) 800 if (sum >= 82 && sum <= 116)
785 break; 801 break;
786 } 802 }
787 803
788 // Sort the stats so that rerolling is easier... 804 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 805 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 806
807 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 808 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 809
799 stats.exp = 0; 810 stats.exp = 0;
800 stats.ac = 0; 811 stats.ac = 0;
801 812
802 stats.hp = stats.maxhp; 813 stats.hp = stats.maxhp;
814} 825}
815 826
816void 827void
817object::swap_stats (int a, int b) 828object::swap_stats (int a, int b)
818{ 829{
819 int tmp = get_attr_value (&contr->orig_stats, a); 830 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 831
832 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 833 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 834
831 //TODO: the following code looks so borked and should, at the very least, 835 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 836 // be merged with the similar code in roll_stats
833 stats.ac = 0; 837 stats.ac = 0;
834 838
865 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
868 * not the class. 872 * not the class.
869 */ 873 */
870int 874void
871key_change_class (object *op, char key) 875player::chargen_race_done ()
872{ 876{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 877 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 878 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 879
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 880 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 881 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 882 create_treasure (tl, ob, 0, 0, 0);
885 883
886 INVOKE_PLAYER (BIRTH, op->contr); 884 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 885 INVOKE_PLAYER (LOGIN, ob->contr);
888 886
889 op->contr->ns->state = ST_PLAYING; 887 ob->contr->ns->state = ST_PLAYING;
890 888
891 if (op->msg) 889 if (ob->msg)
892 op->msg = NULL; 890 ob->msg = 0;
893 891
894 /* We create this now because some of the unique maps will need it 892 /* We create this now because some of the unique maps will need it
895 * to save here. 893 * to save here.
896 */ 894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 898 make_path_to_file (buf);
899 }
899 900
900 start_info (op); 901 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 902 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 903 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 904 link_player_skills (ob);
904 esrv_send_inventory (op, op); 905 esrv_send_inventory (ob, ob);
905 op->update_stats (); 906 ob->update_stats ();
906 907
907 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
908 * is one for this race 909 * is one for this race
909 */ 910 */
910 if (*first_map_ext_path) 911 if (*first_map_ext_path)
911 { 912 {
912 object *tmp; 913 object *tmp;
913 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
914 915
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
916 tmp = object::create (); 917 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 919 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 920 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
922 * default initial map */ 923 * default initial map */
923 tmp->destroy (); 924 tmp->destroy ();
924 } 925 }
925 else 926 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
928}
927 929
928 return 0; 930void
929 } 931player::chargen_race_next ()
930 932{
931 /* Following actually changes the race - this is the default command 933 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 934 * if we don't match with one of the options above.
933 */ 935 */
934 936
935 tmp_loop = 0; 937 do
936 while (!tmp_loop)
937 { 938 {
938 shstr name = op->name; 939 shstr name = ob->name;
939 int x = op->x, y = op->y; 940 int x = ob->x, y = ob->y;
940 941
941 op->remove_statbonus (); 942 ob->remove_statbonus ();
942 op->remove (); 943 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 944 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 945 ob->arch->copy_to (ob);
945 op->instantiate (); 946 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 948 ob->name = ob->name_pl = name;
948 op->x = x; 949 ob->x = x;
949 op->y = y; 950 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
953 op->add_statbonus (); 954 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 955 }
956 while (!allowed_class (ob));
956 957
957 update_object (op, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 959 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 960 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 961 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 962 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 963 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 964}
970 965
971void 966void
972flee_player (object *op) 967flee_player (object *op)
973{ 968{
1020 /* Cornered, get rid of scared */ 1015 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1017 op->enemy = NULL;
1023} 1018}
1024 1019
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1020/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1021 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1022 * stop.
1029 */ 1023 */
1030int 1024int
1031check_pick (object *op) 1025check_pick (object *op)
1032{ 1026{
1109 if (tmp->name != NULL) 1103 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else 1106 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 1109
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 } 1111 }
1118 1112
1119 /* philosophy: 1113 /* philosophy:
1312 /* careful: chairs and tables are weapons! */ 1306 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON) 1307 if (op->contr->mode & PU_ALLWEAPON)
1314 { 1308 {
1315 if (tmp->type == WEAPON && tmp->name != NULL) 1309 if (tmp->type == WEAPON && tmp->name != NULL)
1316 { 1310 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1319 { 1313 {
1320 pick_up (op, tmp); 1314 pick_up (op, tmp);
1321 continue; 1315 continue;
1322 } 1316 }
1323 } 1317 }
1324 1318
1325 if (tmp->type == WEAPON && tmp->name == NULL) 1319 if (tmp->type == WEAPON && tmp->name == NULL)
1326 { 1320 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1328 { 1322 {
1329 pick_up (op, tmp); 1323 pick_up (op, tmp);
1330 continue; 1324 continue;
1331 } 1325 }
1332 } 1326 }
1357 if (tmp->name != NULL) 1351 if (tmp->name != NULL)
1358 { 1352 {
1359 fprintf (stderr, "%s", tmp->name); 1353 fprintf (stderr, "%s", tmp->name);
1360 } 1354 }
1361 else 1355 else
1362 fprintf (stderr, "%s", tmp->arch->name); 1356 fprintf (stderr, "%s", tmp->arch->archname);
1363 fprintf (stderr, ",%d] = ", tmp->type); 1357 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365#endif 1359#endif
1366 continue; 1360 continue;
1367 } 1361 }
1437 else 1431 else
1438 { 1432 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 { 1434 {
1441 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1444 { 1438 {
1445 tmp = arrow; 1439 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1447 } 1441 }
1448 } 1442 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 { 1444 {
1451 tmp = arrow; 1445 tmp = arrow;
1470 * find_better_arrow to find a decent arrow to use. 1464 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1465 * op = the shooter
1472 * type = bow->race 1466 * type = bow->race
1473 * dir = fire direction 1467 * dir = fire direction
1474 */ 1468 */
1475
1476object * 1469object *
1477pick_arrow_target (object *op, const char *type, int dir) 1470pick_arrow_target (object *op, const char *type, int dir)
1478{ 1471{
1479 object *tmp = NULL; 1472 object *tmp = NULL;
1480 maptile *m; 1473 maptile *m;
1545 */ 1538 */
1546int 1539int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1540fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1541{
1549 object *left, *bow; 1542 object *left, *bow;
1550 int bowspeed, mflags; 1543 int mflags;
1551 maptile *m; 1544 maptile *m;
1552 1545
1553 if (!dir) 1546 if (!dir)
1554 { 1547 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1549 return 0;
1557 } 1550 }
1558 1551
1559 if (op->type == PLAYER) 1552 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1553 bow = op->current_weapon;
1561 else 1554 else
1562 { 1555 {
1563 for (bow = op->inv; bow; bow = bow->below) 1556 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1557 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1558 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1563 if (!bow)
1571 { 1564 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1566 return 0;
1574 } 1567 }
1568
1569 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below)
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1575 } 1576 }
1576 1577
1577 if (!bow->race || !bow->skill) 1578 if (!bow->race || !bow->skill)
1578 { 1579 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1581 return 0;
1581 } 1582 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1583
1592 if (arrow == NULL) 1584 if (arrow == NULL)
1593 { 1585 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1586 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1587 {
1596 if (op->type == PLAYER) 1588 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1590 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1591 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1592 CLEAR_FLAG (op, FLAG_READY_BOW);
1593
1601 return 0; 1594 return 0;
1602 } 1595 }
1603 } 1596 }
1604 1597
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1598 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1622
1630 arrow->set_owner (op); 1623 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1624 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1625 arrow->direction = dir;
1633 1626
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype;
1630
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633
1634#if 0
1635 if (player *pl = op->contr)
1636 {
1637 float speed = pl->weapon_sp;
1638
1639 /* penalize ROF for bestarrow */
1640 if (pl->bowtype == bow_bestarrow)
1641 speed *= .9f;
1642 else
1643 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1644
1645 op->speed_left += speed - op->speed;
1646 }
1647#endif
1648
1649 SET_ANIMATION (arrow, arrow->direction);
1650
1651 /* update the speed */
1652 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1653 + bow->stats.dam / 7.f;
1654
1655 arrow->set_speed (max (arrow->speed, 2.f));
1656 arrow->speed_left = 0;
1657
1658 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1634 if (op->type == PLAYER) 1660 if (op->type == PLAYER)
1635 { 1661 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667
1668 arrow->attacktype |= op->attacktype;
1667 } 1669 }
1668 else 1670 else
1669 { 1671 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1672 arrow->level = op->level;
1672 } 1673 arrow->stats.wc -= bow->magic;
1673 1674
1674 if (arrow->attacktype == AT_PHYSICAL) 1675 if (!arrow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1675 arrow->attacktype |= bow->attacktype; 1678 arrow->attacktype |= bow->attacktype;
1679 }
1676 1680
1677 if (bow->slaying) 1681 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1682 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1683
1684 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1685 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1686 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1687
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1688 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1689 m->insert (arrow, sx, sy, op);
1709{ 1714{
1710 int ret = 0, wcmod = 0; 1715 int ret = 0, wcmod = 0;
1711 1716
1712 if (op->contr->bowtype == bow_bestarrow) 1717 if (op->contr->bowtype == bow_bestarrow)
1713 { 1718 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1720 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1722 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1724 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1734 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1735 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1739 }
1736 else 1740 else
1737 { 1741 {
1738 /* Simple case */ 1742 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1744 }
1745
1741 return ret; 1746 return ret;
1742} 1747}
1743
1744 1748
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1749/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1750 * Broken apart from 'fire' to keep it more readable.
1747 */ 1751 */
1748void 1752void
1749fire_misc_object (object *op, int dir) 1753fire_misc_object (object *op, int dir)
1750{ 1754{
1751 object *item; 1755 object *item = op->contr->ranged_ob;
1752 1756
1753 if (!op->contr->ranges[range_misc]) 1757 if (!item)
1754 { 1758 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1759 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1760 return;
1757 } 1761 }
1758 1762
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1763 if (!item->inv)
1761 { 1764 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1766 return;
1764 } 1767 }
1768
1769 if (!op->change_weapon (item))
1770 return;
1771
1765 if (item->type == WAND) 1772 if (item->type == WAND)
1766 { 1773 {
1767 if (item->stats.food <= 0) 1774 if (item->stats.food <= 0)
1768 { 1775 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1778
1771 return; 1779 return;
1772 } 1780 }
1773 } 1781 }
1774 else if (item->type == ROD || item->type == HORN) 1782 else if (item->type == ROD || item->type == HORN)
1775 { 1783 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1785 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1787
1779 if (item->type == ROD) 1788 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1790 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1792
1783 return; 1793 return;
1784 } 1794 }
1785 } 1795 }
1786 1796
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1794 object *tmp; 1804 object *tmp;
1795 1805
1796 if (item->arch) 1806 if (item->arch)
1797 { 1807 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1800 item->set_speed (0); 1810 item->set_speed (0);
1801 } 1811 }
1802 1812
1803 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1809 } 1819 }
1810} 1820}
1811 1821
1812/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1813 */ 1823 */
1814void 1824bool
1815fire (object *op, int dir) 1825fire (object *op, int dir)
1816{ 1826{
1817 int spellcost = 0; 1827 int spellcost = 0;
1818 1828
1819 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1830 if (action_makes_visible (op))
1821 make_visible (op); 1831 make_visible (op);
1822 1832
1823 switch (op->contr->shoottype) 1833 player *pl = op->contr;
1834
1835 if (pl->golem)
1836 {
1837 control_golem (op->contr->golem, dir);
1838 return false;
1824 { 1839 }
1825 case range_none:
1826 return;
1827 1840
1828 case range_bow: 1841 object *ob = pl->ranged_ob;
1842
1843 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false;
1848
1849 if (op->speed_left > 0.f)
1850 --op->speed_left;
1851 else
1852 return false;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1829 player_fire_bow (op, dir); 1857 player_fire_bow (op, dir);
1830 return; 1858 break;
1831 1859
1832 case range_magic: /* Casting spells */ 1860 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1862 break;
1835 1863
1836 case range_misc: 1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1837 fire_misc_object (op, dir); 1873 fire_misc_object (op, dir);
1838 return; 1874 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1875 }
1876
1877 return true;
1867} 1878}
1868 1879
1869/* find_key 1880/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1881 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL 1882 * and successfully use it, we return the key, otherwise NULL
1958 * 0 otherwise 1969 * 0 otherwise
1959 */ 1970 */
1960static int 1971static int
1961player_attack_door (object *op, object *door) 1972player_attack_door (object *op, object *door)
1962{ 1973{
1963 /* If its a door, try to find a use a key. If we do destroy the door, 1974 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do - 1975 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code. 1976 * otherwise, we fall through to the rest of the code.
1966 */ 1977 */
1967 object *key = find_key (op, op, door); 1978 object *key = find_key (op, op, door);
1968 1979
1969 /* IF we found a key, do some extra work */ 1980 /* If we found a key, do some extra work */
1970 if (key) 1981 if (key)
1971 { 1982 {
1972 object *container = key->env; 1983 object *container = key->env;
1973 1984
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1975 if (action_makes_visible (op)) 1987 if (action_makes_visible (op))
1976 make_visible (op); 1988 make_visible (op);
1989
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1991 spring_trap (door->inv, op);
1979 1992
1980 if (door->type == DOOR) 1993 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2007 * It should keep the code cleaner. 2020 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated 2021 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually 2022 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons). 2023 * going to try and move (not fire weapons).
2011 */ 2024 */
2012void 2025bool
2013move_player_attack (object *op, int dir) 2026move_player_attack (object *op, int dir)
2014{ 2027{
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2028 int on_battleground;
2018 maptile *m;
2019 2029
2020 nx = freearr_x[dir] + op->x; 2030 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2031 sint16 ny = freearr_y[dir] + op->y;
2022 2032
2023 on_battleground = op_on_battleground (op, 0, 0); 2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 if (out_of_map (op->map, nx, ny))
2036 return false;
2037
2038 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2039 {
2040 --op->speed_left;
2041 return true;
2042 }
2024 2043
2025 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses. 2051 * move_ob uses.
2033 */ 2052 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny); 2053 maptile *m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044 2054
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack. 2056 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters 2057 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space 2058 * on the space
2053 */ 2059 */
2054 while (tmp) 2060 object *mon;
2055 { 2061 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2056 if (tmp == op) 2062 {
2057 { 2063 if ((mon->flag [FLAG_ALIVE]
2058 tmp = tmp->above; 2064 || mon->type == LOCKED_DOOR
2059 continue; 2065 || mon->flag [FLAG_CAN_ROLL])
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp; 2066 && mon != op)
2065 break; 2067 break;
2066 } 2068 }
2067 2069
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */ 2070 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2071 return false; /* into a wall */
2076 2072
2077 if (mon->head)
2078 mon = mon->head; 2073 mon = mon->head_ ();
2079 2074
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2075 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2076 if (op->contr->weapon_sp_left > 0.f)
2081 if (player_attack_door (op, mon)) 2077 if (player_attack_door (op, mon))
2078 {
2079 --op->contr->weapon_sp_left;
2082 return; 2080 return true;
2081 }
2083 2082
2084 /* The following deals with possibly attacking peaceful 2083 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2084 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2085 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2086 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2087 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2088 * and thus will not push them.
2090 */ 2089 */
2091 2090
2092 /* If the creature is a pet, push it even if the player is not 2091 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2092 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2093 * player owns it and it is either friendly or unagressive.
2095 */ 2094 */
2096 if ((op->type == PLAYER) 2095 if (op->type == PLAYER
2097#if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr 2096 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2097 && same_party (mon->owner->contr->party, op->contr->party))
2101#else
2102 && mon->owner == op 2098 || mon->owner == op)
2103#endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2099 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2100 {
2106 /* If we're braced, we don't want to switch places with it */ 2101 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2102 if (op->contr->braced)
2108 return; 2103 return false;
2104
2105 if (op->speed_left > 0.f)
2106 {
2107 --op->speed_left;
2109 2108
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2110 push_ob (mon, dir, op);
2111
2112 if (op->contr->tmp_invis || op->hide) 2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2113 make_visible (op);
2114 2114
2115 return; 2115 return true;
2116 } 2116 }
2117 else
2118 return false;
2119 }
2117 2120
2118 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2124 * attack them either.
2122 */ 2125 */
2123 if ((mon->type == PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op)
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2127 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful 2128 && ((op->contr->peaceful
2127 || (mon->type == PLAYER 2129 || (mon->type == PLAYER && mon->contr->peaceful))
2128 && mon->contr->
2129 peaceful)) &&
2130#else
2131 op->contr->peaceful &&
2132#endif
2133 !on_battleground)) 2130 && !on_battleground))
2131 {
2132 if (op->speed_left > 0.f)
2134 { 2133 {
2134 --op->speed_left;
2135
2135 if (!op->contr->braced) 2136 if (!op->contr->braced)
2136 { 2137 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2138 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op); 2139 push_ob (mon, dir, op);
2139 } 2140 }
2140 else 2141 else
2141 new_draw_info (0, 0, op, "You withhold your attack"); 2142 new_draw_info (0, 0, op, "You withhold your attack");
2142 2143
2143 if (op->contr->tmp_invis || op->hide) 2144 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op); 2145 make_visible (op);
2145 }
2146 2146
2147 return true;
2148 }
2149 }
2147 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2149 */ 2152 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 if (op->speed_left > 0.f)
2151 { 2156 {
2157 --op->speed_left;
2158
2152 recursive_roll (mon, dir, op); 2159 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op)) 2160 if (action_makes_visible (op))
2154 make_visible (op); 2161 make_visible (op);
2155 }
2156 2162
2163 return true;
2164 }
2165 }
2157 /* Any generic living creature. Including things like doors. 2166 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points 2167 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following: 2168 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note 2169 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen. 2170 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2171 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2172 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2173 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2174 {
2166 2175 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 { 2176 {
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2177 --op->contr->weapon_sp_left;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178 2178
2179 skill_attack (mon, op, 0, 0, 0); 2179 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194 2180
2195 if (action_makes_visible (op)) 2181 if (action_makes_visible (op))
2196 make_visible (op); 2182 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199}
2200 2183
2201int 2184 return true;
2185 }
2186 }
2187
2188 return false;
2189}
2190
2191bool
2202move_player (object *op, int dir) 2192move_player (object *op, int dir)
2203{ 2193{
2204 int pick; 2194 int pick;
2205 2195
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2196 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2220 op->facing = dir; 2210 op->facing = dir;
2221 2211
2222 if (op->hide) 2212 if (op->hide)
2223 do_hidden_move (op); 2213 do_hidden_move (op);
2224 2214
2215 bool retval;
2216
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2217 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ; 2218 retval = RESULT_INT (0);
2227 else if (op->contr->fire_on) 2219 else if (op->contr->fire_on)
2228 fire (op, dir); 2220 retval = fire (op, dir);
2229 else 2221 else
2230 { 2222 {
2231 move_player_attack (op, dir); 2223 retval = move_player_attack (op, dir);
2232 pick = check_pick (op); 2224 pick = check_pick (op);
2233 } 2225 }
2234 2226
2235 /* Add special check for newcs players and fire on - this way, the 2227 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing. 2228 * server can handle repeat firing.
2243 /* Update how the player looks. Use the facing, so direction may 2235 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities 2236 * get reset to zero. This allows for full animation capabilities
2245 * for players. 2237 * for players.
2246 */ 2238 */
2247 animate_object (op, op->facing); 2239 animate_object (op, op->facing);
2248 return 0; 2240
2241 return retval;
2249} 2242}
2250 2243
2251/* This is similar to handle_player, below, but is only used by the 2244/* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff. 2245 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses 2246 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands. 2247 * the new speed values for commands.
2255 * 2248 *
2256 * Returns true if there are more actions we can do. 2249 * Returns true if there are more actions we can do. Should not do
2250 * many actions in a row, as that would be too unfair to other
2251 * players.
2257 */ 2252 */
2258int 2253bool
2259handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2260{ 2255{
2261 if (op->contr->hidden)
2262 {
2263 op->invisible = 1000;
2264 /* the socket code flashes the player visible/invisible
2265 * depending on the value of invisible, so we need to
2266 * alternate it here for it to work correctly.
2267 */
2268 if (pticks & 2)
2269 op->invisible--;
2270 }
2271 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2272 {
2273 op->invisible--;
2274 if (!op->invisible)
2275 {
2276 make_visible (op);
2277 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2278 }
2279 }
2280
2281 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2282 { 2257 {
2283 flee_player (op); 2258 if (op->speed_left > 0.f)
2284 /* If player is still scared, that is his action for this tick */
2285 if (QUERY_FLAG (op, FLAG_SCARED))
2286 { 2259 {
2287 op->speed_left--; 2260 --op->speed_left;
2261 flee_player (op);
2262
2288 return 0; 2263 return true;
2289 } 2264 }
2265 else
2266 return false;
2290 } 2267 }
2291
2292 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer.
2296 */
2297 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 op->contr->ranges[range_golem] = 0;
2299 2268
2300 /* call this here - we also will call this in do_ericserver, but 2269 /* call this here - we also will call this in do_ericserver, but
2301 * the players time has been increased when doericserver has been 2270 * the players time has been increased when doericserver has been
2302 * called, so we recheck it here. 2271 * called, so we recheck it here.
2303 */ 2272 */
2304 if (op->contr->ns->handle_command ()) 2273 if (op->contr->ns->handle_command ())
2305 return 1; 2274 return true;
2306 2275
2307 if (op->speed_left > 0)
2308 {
2309 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2276 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2310 {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player (op, op->direction); 2277 return move_player (op, op->direction);
2319 2278
2320 return op->speed_left > 0;
2321 }
2322 }
2323
2324 return 0; 2279 return false;
2325} 2280}
2326 2281
2327int 2282int
2328save_life (object *op) 2283save_life (object *op)
2329{ 2284{
2361/* This goes throws the inventory and removes unpaid objects, and puts them 2316/* This goes throws the inventory and removes unpaid objects, and puts them
2362 * back in the map (location and map determined by values of env). This 2317 * back in the map (location and map determined by values of env). This
2363 * function will descend into containers. op is the object to start the search 2318 * function will descend into containers. op is the object to start the search
2364 * from. 2319 * from.
2365 */ 2320 */
2366void 2321static void
2367remove_unpaid_objects (object *op, object *env) 2322drop_unpaid_items (object *op, object *env)
2368{ 2323{
2369 while (op) 2324 while (op)
2370 { 2325 {
2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2326 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2372 2327
2376 esrv_del_item (env->contr, op->count); 2331 esrv_del_item (env->contr, op->count);
2377 2332
2378 op->insert_at (env); 2333 op->insert_at (env);
2379 } 2334 }
2380 else if (op->inv) 2335 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env); 2336 drop_unpaid_items (op->inv, env);
2382 2337
2383 op = next; 2338 op = next;
2384 } 2339 }
2340}
2341
2342void
2343object::drop_unpaid_items ()
2344{
2345 if (!flag [FLAG_REMOVED])
2346 ::drop_unpaid_items (inv, this);
2385} 2347}
2386 2348
2387/* 2349/*
2388 * Returns pointer a static string containing gravestone text 2350 * Returns pointer a static string containing gravestone text
2389 * Moved from apply.c to player.c - player.c is what 2351 * Moved from apply.c to player.c - player.c is what
2439 int rate_grace = 2000; 2401 int rate_grace = 2000;
2440 const int max_hp = 1; 2402 const int max_hp = 1;
2441 const int max_sp = 1; 2403 const int max_sp = 1;
2442 const int max_grace = 1; 2404 const int max_grace = 1;
2443 2405
2444 if (op->contr->outputs_sync) 2406 if (op->contr->hidden)
2407 {
2408 op->invisible = 1000;
2409 /* the socket code flashes the player visible/invisible
2410 * depending on the value of invisible, so we need to
2411 * alternate it here for it to work correctly.
2412 */
2413 if (pticks & 2)
2414 op->invisible--;
2445 { 2415 }
2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2416 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2417 {
2448 flush_output_element (op, &op->contr->outputs[i]); 2418 if (!op->invisible--)
2419 {
2420 make_visible (op);
2421 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2422 }
2449 } 2423 }
2450 2424
2451 if (op->contr->ns->state == ST_PLAYING) 2425 if (op->contr->ns->state == ST_PLAYING)
2452 { 2426 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2427 /* these next three if clauses make it possible to SLOW DOWN
2475 gen_grace = op->stats.maxgrace; 2449 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2450 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2451 }
2478 2452
2479 /* Regenerate Spell Points */ 2453 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2454 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2455 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2457 if (op->stats.sp < op->stats.maxsp)
2484 { 2458 {
2485 op->stats.sp++; 2459 op->stats.sp++;
2583 } 2557 }
2584 2558
2585 /* Digestion */ 2559 /* Digestion */
2586 if (--op->last_eat < 0) 2560 if (--op->last_eat < 0)
2587 { 2561 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2562 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2563
2595 if (op->contr->gen_hp > 0) 2564 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2565 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2566 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2567 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663 archetype *at; 2632 archetype *at;
2664 object *tmp; 2633 object *tmp;
2665 2634
2666 if (save_life (op)) 2635 if (save_life (op))
2667 return; 2636 return;
2668
2669 2637
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2638 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused. 2639 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV 2640 * Look at op_on_battleground() for more info --AndreasV
2673 */ 2641 */
2910 op->stats.hp = op->stats.maxhp; 2878 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2879 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2880 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913 2881
2914 /* 2882 /*
2915 * Check to see if the player is in a shop. IF so, then check to see if
2916 * the player has any unpaid items. If so, remove them and put them back 2883 * Check to see if the player has any unpaid items. If so, remove them
2917 * in the map. 2884 * and put them back in the map.
2918 */ 2885 */
2919 2886 op->drop_unpaid_items ();
2920 if (is_in_shop (op))
2921 remove_unpaid_objects (op->inv, op);
2922 2887
2923 /****************************************/ 2888 /****************************************/
2924 /* */ 2889 /* */
2925 /* Move player to his current respawn- */ 2890 /* Move player to his current respawn- */
2926 /* position (usually last savebed) */ 2891 /* position (usually last savebed) */
2946 object *force; 2911 object *force;
2947 int at; 2912 int at;
2948 2913
2949 force = get_archetype (FORCE_NAME); 2914 force = get_archetype (FORCE_NAME);
2950 /* 50 ticks should be enough time for the spell to abate */ 2915 /* 50 ticks should be enough time for the spell to abate */
2951 force->speed = 0.1; 2916 force->speed = 0.1f;
2952 force->speed_left = -5.0; 2917 force->speed_left = -5.f;
2953 SET_FLAG (force, FLAG_APPLIED); 2918 SET_FLAG (force, FLAG_APPLIED);
2954 for (at = 0; at < NROFATTACKS; at++) 2919 for (at = 0; at < NROFATTACKS; at++)
2955 if (will_kill_again & (1 << at)) 2920 if (will_kill_again & (1 << at))
2956 force->resist[at] = 100; 2921 force->resist[at] = 100;
2957 2922
3071 if (op->type == PLAYER) 3036 if (op->type == PLAYER)
3072 { 3037 {
3073 op->contr->tmp_invis = 0; 3038 op->contr->tmp_invis = 0;
3074 op->contr->invis_race = 0; 3039 op->contr->invis_race = 0;
3075 } 3040 }
3041
3076 update_object (op, UP_OBJ_FACE); 3042 update_object (op, UP_OBJ_CHANGE);
3077} 3043}
3078 3044
3079int 3045int
3080is_true_undead (object *op) 3046is_true_undead (object *op)
3081{ 3047{
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3048 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3083 return 1; 3049 return 1;
3084 3050
3085 return 0; 3051 return 0;
3086} 3052}
3087 3053
3131/* For Hidden creatures - a chance of becoming 'unhidden' 3097/* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility' 3098 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable 3099 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t. 3100 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */ 3101 */
3136
3137void 3102void
3138do_hidden_move (object *op) 3103do_hidden_move (object *op)
3139{ 3104{
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3105 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop; 3106 object *skop;
3258 * a blocked los square. 3223 * a blocked los square.
3259 * we use the archetype to figure out offsets. 3224 * we use the archetype to figure out offsets.
3260 */ 3225 */
3261 while (op) 3226 while (op)
3262 { 3227 {
3263 dx = rv.distance_x + op->arch->clone.x; 3228 dx = rv.distance_x + op->arch->x;
3264 dy = rv.distance_y + op->arch->clone.y; 3229 dy = rv.distance_y + op->arch->y;
3265 3230
3266 /* only the viewable area the player sees is updated by LOS 3231 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values 3232 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values. 3233 * for any meaningful values.
3269 */ 3234 */
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3339 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3340 int i = 0, j = 0;
3376 3341
3377 /* get the appropriate treasurelist */ 3342 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3343 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3344 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3345 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3346 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3347 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3348 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3349 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3350 trlist = treasurelist::find ("dragon_ability_poison");
3386 3351
3387 if (trlist == NULL || who->type != PLAYER) 3352 if (trlist == NULL || who->type != PLAYER)
3388 return; 3353 return;
3389 3354
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3355 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3359 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return; 3360 return;
3396 } 3361 }
3397 3362
3398 /* everything seems okay - now bring on the gift: */ 3363 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone); 3364 item = tr->item;
3400 3365
3401 if (item->type == SPELL) 3366 if (item->type == SPELL)
3402 { 3367 {
3403 if (check_spell_known (who, item->name)) 3368 if (check_spell_known (who, item->name))
3404 return; 3369 return;
3463 { 3428 {
3464 /* forces in the treasurelist can alter the player's stats */ 3429 /* forces in the treasurelist can alter the player's stats */
3465 object *skin; 3430 object *skin;
3466 3431
3467 /* first get the dragon skin force */ 3432 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3433 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3470 ; 3434 ;
3471 3435
3472 if (!skin) 3436 if (!skin)
3473 return; 3437 return;
3474 3438
3522 * not readied. 3486 * not readied.
3523 */ 3487 */
3524void 3488void
3525player_unready_range_ob (player *pl, object *ob) 3489player_unready_range_ob (player *pl, object *ob)
3526{ 3490{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3491 if (pl->ob->current_weapon == ob)
3492 pl->ob->current_weapon = 0;
3493
3494 if (pl->combat_ob == ob)
3495 pl->combat_ob = 0;
3496
3528 if (pl->ranges[i] == ob) 3497 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3498 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3499}
3535 3500
3536sint8 3501sint8
3537player::visibility_at (maptile *map, int x, int y) const 3502player::visibility_at (maptile *map, int x, int y) const
3538{ 3503{

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